WHAAAAAT?! We can use compiled C programs directly for Doom projects?! HOLY FREAKIN' SHIZ, that's perfect! I just passed a C Programming Platform class this past semester... I wonder what I can do with that...

I hope it's not too annoying that I ask this here. First up a little sucking up, I absolutely love this project, it is just unreal how refined it feels with the amount of stuff added to it. There is some true talent behind this. Anyway, I really want to play this with the old-ish Doom One wad here: http://www.moddb.com/mods/doomone/downloads/doomone-v04The problem I'm having is Ep 2 and 3 skip the whole sequence and just end the level. Looking at the comments on there, others had the same problem, so it may not be just D4D. Anyway, I was hoping if someone could point me in the right direction and see if there's a way I can fix this. I think D4D with the Doom One maps would be amazing, I mean, Ep 1 and 4 that I can play are. I'm sorry to be "that idiot", but would appreciate any help! Thanks!

I have just completed a play-through of Plutonia with D4D 2.0.3 on GZDoom 2.2 on Ultra Nightmare difficulty. What a blast! My sincerest thanks to the mod authors for creating this amazing mod. I have played Doom 2016 and while it is a great game it still does not quite match the speed an ferocity of classic Doom. Especially not classic Doom with D4D!

I have some feedback for future versions. I hope it is interesting or useful otherwise feel free to tell me to shut the hell up

1) The chaingunner replacement's lightning gun needs a bit of change. The delayed beam certainly makes for interesting game play in terms of planning your movement but the effect and the stationary model come off a little odd at times. Especially at long ranges. Perhaps something a little more traditional would be better suited. Maybe the chaingunner can fire projectiles at rate of fire that increases over time. Like the player's chaingun.

2) Holo grenades are a little OP. It seems odd that the monsters ignore you even if you shoot them when the hologram is active. I think once you have shot a monster it should ignore the hologram and attack you.

3) The supercharge powerup feels like it needs to be re-purposed. The siphon grenade and the health drops make this powerup almost redundant.

4) I have seen a request to make the weapon upgrades a configuration option. The request is to have the upgrades as normal, completely off or available immediately.

1. You can change the laser beams in the option menu for another.2. Works as intended. If we nerf it anymore it's no good for escaping, especially in tight spaces.3. Upgrade your HP and you'll find it has another purpose too. But I do plan on giving it more.4. Only we turned that one 'upgrade' on the super shotgun into an actual option. It was a bad idea to introduce double trouble as an upgrade from the getgo honestly.

Because in Doom 16, each barrel shot had the exact same damage as firing both barrels at once. In D4D, that's not the case. It does half the damage of firing both barrels at once -- as it should be. So there's no advantage gained.

Also, with the recently announced 'death' of zdoom, I hereby declare D4D is SQeeGeeZDoom only (That's QZDoom and GZDoom). While I will not be removing the old code for software rendering (ZDoom), expect none of the effects to see further enhancements unless contributed by someone else.